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Queststage based NPC placement.
Posted: Sun Mar 03, 2013 2:52 pm
by Meirerion
I've been writing some quests for Andor's Trail and there's one thing that is truly missing:
The possibility of placing NPCs according to a quest stage.
In ex.
NPC1 tells me to go and meet him in Fallhaven's Inn. He disappears from where I was (let's say... Crossglen.) and appears in Fallhaven's Inn. Then he might move to another place etc.
This way we will be able to create quests that, literally, change the world.
In ex. The city of Vilegard becomes an Elytharan Outpost. The shadow priest disappears leaving the place to another NPC: Elytharan priest.
Etc.
If there's anyway to do it already please inform me. If not, please add it

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Re: Queststage based NPC placement.
Posted: Sun Mar 03, 2013 3:26 pm
by Antison
This does exist. Remember the NPC you meet in the Prim mine?
Re: Queststage based NPC placement.
Posted: Sun Mar 03, 2013 4:05 pm
by Meirerion
tek wrote:
This does exist. Remember the NPC you meet in the Prim mine?
Seeing that there are 5 agents npc in the source and that you cannot climb the BWM without talking with him my guess is that each time you speak with an agent it is a different npc.
You can do it this way in BWM but you can't in all the cities and places around the world.
Re: Queststage based NPC placement.
Posted: Sun Mar 03, 2013 4:47 pm
by Antison
Meirerion wrote:tek wrote:
This does exist. Remember the NPC you meet in the Prim mine?
Seeing that there are 5 agents npc in the source and that you cannot climb the BWM without talking with him my guess is that each time you speak with an agent it is a different npc.
You can do it this way in BWM but you can't in all the cities and places around the world.
Why not?
Re: Queststage based NPC placement.
Posted: Sun Mar 03, 2013 9:41 pm
by Meirerion
tek wrote:
Why not?
Let me give you an example.
I heal a fighter in a random dungeon. (once healed, the fighter disappears)
I want to place him now in Fallhaven's tavern for a second quest.
RandomQuest:10
-> I healed a fighter in a dungeon. He told me to meet him in Fallhaven's Inn.
He cannot be in Fallhaven's tavern before being healed. How do you solve this? Maybe I'm blind but I don't see a way.
The problem is that if you want to have a npc in a place the player can always access he can not be at the same time stuck in another part of the world. Just trying to be rational.
Re: Queststage based NPC placement.
Posted: Sun Mar 03, 2013 10:54 pm
by Tomcat
Meirerion wrote:tek wrote:
Why not?
Let me give you an example.
I heal a fighter in a random dungeon. (once healed, the fighter disappears)
I want to place him now in Fallhaven's tavern for a second quest.
RandomQuest:10
-> I healed a fighter in a dungeon. He told me to meet him in Fallhaven's Inn.
He cannot be in Fallhaven's tavern before being healed. How do you solve this? Maybe I'm blind but I don't see a way.
The problem is that if you want to have a npc in a place the player can always access he can not be at the same time stuck in another part of the world. Just trying to be rational.
I believe you're right that additional coding would be necessary to make possible what you want. Not sure how hard it would be.
Right now, your closest option would be to have a separate npc in Fallhaven that gives you the second stage of the quest, only if you have helped the fighter. I believe you could at least have the fighter disappear after you heal him, just as the BWM agent only appears at each stage once.
Re: Queststage based NPC placement.
Posted: Mon Mar 04, 2013 2:18 am
by PK17
You said the bwm agent worked by having multiples of him in the source code. Say the guys name is Bob, you heal bob and bob disapears. But now Bob(h) is in fallhaven (bob(h) being bob (healed)).
If you never healed him, he shouldnt be in fallhaven anyway, hes stuck in the cave, hurt and too tired to go to fallhaven.
Re: Queststage based NPC placement.
Posted: Mon Mar 04, 2013 3:03 am
by nyktos
Meirerion wrote:If there's anyway to do it already please inform me. If not, please add it

you nailed it!
[this has been discussed in prior meetings]
and - no, we currently can't do what you want...
but we have the desire to do so.
we want to be able to trigger events around the world,
through actions & quests.
Re: Queststage based NPC placement.
Posted: Mon Mar 04, 2013 3:16 am
by Tomcat
If it's possible currently for the already-spoken-to BWM agents to disappear (without being killed) based on a quest status, it seems to me that the coding shouldn't be all that hard to have an npc start out unspawned and then appear later, based on quest status. Can the spawn group on the map simply be given a new property whose value is the proper quest status?
Re: Queststage based NPC placement.
Posted: Mon Mar 04, 2013 4:07 am
by nyktos
Tomcat wrote:Can the spawn group on the map simply be given a new property whose value is the proper quest status?
it's just a matter of having someone code it properly
we have a huge list to work on before we get to anything like this,
but, again, if someone submits code they wrote - that works - it will be a reality / faster.